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    Pixie in the Playground
     
    PirateGirl

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    Default The Plutomancer – A Re-Imaged Version of the Golden Alchemist [3.5e, PEACH]

    I was fascinated with the Golden Alchemist class originally posted here by Magicyop, and then again here by rferries, who cleaned up the older post (much thanks for that).

    However, reading it gave me some different ideas on where I wanted to take this kind of class, and thus I present my re-imaged form of the Golden Alchemist – the Plutomancer, a magician centered around the acquisition and manipulation of wealth, even it’s not in the form of gold.


    $$$ - The Plutomancer - $$$



    “Money makes the world go around
    It makes the world go 'round.

    A mark, a yen, a buck, or a pound
    A buck or a pound
    A buck or a pound
    Is all that makes the world go around,
    That clinking clanking sound
    Can make the world go 'round.”
    -Cabaret, 1972


    Class Features

    Hit Die: d4

    Class Skills: Appraise (Int), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Equivalent Exchange [NEW SKILL] (Cha), Knowledge – Arcana (Int), Profession (Wis), and Spellcraft (Int).

    Skill Points at 1st Level: (2 + Int Modifier) x4

    Skill Points at Each Additional Level: 2 + Int Modifier

    Starting Gold: 10d10 x 10 gold pieces

    Levels Guide
    • Apprentice is levels 1 to 8.
    • Journeyman is levels 9 to 14.
    • Master is levels 15 to 20.
    • Grand Master is levels 21 to 30.

    Table: The Plutomancer
    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st +0 +0 +0 +2 Summon Treasure I
    2nd +1 +0 +0 +3 Appraisal Bonus, Calculate Treasure, Sense Treasure
    3rd +1 +1 +1 +3 Summon Treasure II
    4th +2 +1 +1 +4 Treasury I, The Lure of Wealth I
    5th +2 +1 +1 +4 Summon Treasure III
    6th +3 +2 +2 +5 Equivalent Exchange I
    7th +3 +2 +2 +5 Summon Treasure IV
    8th +4 +2 +2 +6 Shrine to Wealth I
    9th +4 +3 +3 +6 Summon Treasure V
    10th +5 +3 +3 +7 Treasury II, The Lure of Wealth II
    11th +5 +3 +3 +7 Summon Treasure VI
    12th +6/+1 +4 +4 +8 Equivalent Exchange II
    13th +6/+1 +4 +4 +8 Summon Treasure VII
    14th +7/+2 +4 +4 +9 Shrine to Wealth II
    15th +7/+2 +5 +5 +9 Summon Treasure VIII
    16th +8/+3 +5 +5 +10 Treasury III, The Lure of Wealth III
    17th +8/+3 +5 +5 +10 Summon Treasure IX
    18th +9/+4 +6 +6 +11 Equivalent Exchange III
    19th +9/+4 +6 +6 +11 Summon Treasure X
    20th +10/+5 +6 +6 +12 Shrine to Wealth III
    21st +11/+6/+1 +6 +6 +12 Summon Treasure XI
    22nd +11/+6/+1 +7 +7 +13 Treasury IV, The Lure of Wealth IV
    23rd +12/+7/+2 +7 +7 +13 Equivalent Exchange IV
    24th +12/+7/+2 +8 +8 +14 Equivalent Exchange V
    25th +13/+8/+3 +8 +8 +14 Summon Treasure XII
    26th +13/+8/+3 +9 +9 +15 Equivalent Exchange VI
    27th +14/+9/+4 +9 +9 +15 Equivalent Exchange VII
    28th +14/+9/+4 +10 +10 +16 Summon Treasure XIII
    29th +15/+10/+5 +10 +10 +16 Equivalent Exchange VIII
    30th +15/+10/+5 +11 +11 +17 Shrine to Wealth IV


    Appraisal Bonus (Su)
    Your class level is a bonus to your Appraise skill, and you can appraise objects at a glance.

    Calculate Treasure (Su)
    You can instantly calculate the number and nominal value of any form of treasure that you can either see visually or sense with your Sense Treasure ability. For instance, you could gaze at a dragon’s hoard and confidently state that there are 24,678 gp, 54,365 sp, and 87,269 cp present there, and even what the type and country of origin they are.

    Equivalent Exchange (Sp)
    You have the ability to conjure nearly any item you can imagine out of thin air…but, it’s not free. You must pay fair value for each item, and you must also succeed in a skill check to obtain them. At higher levels, you can use this ability to pay for the benefits of some magical services as well. You must have the necessary money immediately within reach to make the trade; money in your Treasury space (see below) counts as being immediately accessible for this.

    Spoiler: Equivalent Exchange by Level
    Show

    Level I: You can purchase any mundane item from any source book your GM allows for your game, paying the listed price. The skill check is (DC 1 per 1,000 gp of the item’s price); obviously, success is automatic for any typical items in the PHB, but more expensive items might be beyond your reach at lower class levels. Alternately, you can pay to have items repaired or modified. The cost for this is the GM’s call, depending on how badly an item is damaged or what modifications you want made to it.
    Level II: You can dispose of unwanted items at a cost of 1 gp per lb. If you try this against a living creature, it gets a Fortitude Save to resist what is effectively a Disintegrate spell, and the cost is (100 gp per HD of the creature). You can acquire the Spell Focus feat to make this effect harder for your target to resist their destruction.
    Level III: You can purchase any (non-Epic) magic item from any source book your GM allows for your game, paying the listed price. The skill check is either (DC 5 * the highest level spell used to make the item), or (DC 5 * its “plus” value), whichever is higher.
    Level IV: You can heal yourself or others by paying for healing, as per the rules for NPC Spellcasting. The cost of such spells is (your class level * 10 gp per level of the healing spell).
    Level V: You can be teleported (as per a Greater Teleport spell) at a cost of 1 gp per mile (per person you want to take with you, including yourself).
    Level VI: You can be transported to another plane (as per a Plane Shift spell) at a cost of 1,000 gp (per person you want to take with you, including yourself).
    Level VII: You can summon mercenaries (as per a Summon Monster spell) at a cost of (100 gp * the combined HD of all the summoned creatures).
    Level VIII: You can purchase any Epic magic item from any source book your GM allows for your game, paying the listed price. The skill check is either (DC 5 * the highest level spell used to make the item), or (DC 5 * its “plus” value), whichever is higher.

    Sense Treasure (Su)
    If you concentrate, you can sense all treasure within a radius of 10 meters per class level.

    Shrine to Wealth (Su)
    You can establish your equivalent of a wizard’s laboratory or a cleric’s temple. In your case, it’s really more of an expensive office, or possibly a whole building. This is your place of power, and your plutomantic effects are more potent when performed here. Another benefit is that inside its walls, any rituals will continue by themselves once initiated, freeing up much of your time during the day.

    Spoiler: Shrine to Wealth by Level
    Show

    Level I: Provides a +5 bonus to Equivalent Exchange skill checks, and costs at least 50,000 gp.
    Level II: Provides a +10 bonus to Equivalent Exchange skill checks, and costs at least 250,000 gp.
    Level III: Provides a +20 bonus to Equivalent Exchange skill checks, and costs at least 1 million gp.
    Level IV: Provides a +40 bonus to Equivalent Exchange skill checks, and costs at least 5 million gp.

    Summon Treasure (Su)
    You have the ability to summon treasure, seemingly out of thin air. It will arrive in any form you wish – coins, bars, gems, etc. Each summoning is an hour-long ritual for which you receive an amount of treasure depending on your level of this ability (see below). You can spend a maximum of 10 hours per day “working at the office” summoning treasure. The source of this treasure is anywhere it won’t be missed – unmined deposits in the earth, lost treasure hoards, etc.

    Spoiler: Summon Treasure by Level
    Show

    Level I: You receive 1 gp per ritual summoning.
    Level II: You receive 2 gp per ritual summoning.
    Level III: You receive 4 gp per ritual summoning.
    Level IV: You receive 8 gp per ritual summoning.
    Level V: You receive 16 gp per ritual summoning.
    Level VI: You receive 32 gp per ritual summoning.
    Level VII: You receive 64 gp per ritual summoning.
    Level VIII: You receive 125 gp per ritual summoning.
    Level IX: You receive 250 gp per ritual summoning.
    Level X: You receive 500 gp per ritual summoning.
    Level XI: You receive 1,000 gp per ritual summoning.
    Level XII: You receive 2,000 gp per ritual summoning.
    Level XIII: You receive 4,000 gp per ritual summoning.

    The Lure of Wealth (Sp)
    You can compel others to accept (and rationalize) bribes from you in exchange for doing you favors. You must openly display your bribe to your target for this effect to work. Treat these attempts as roughly equivalent to Enchantment spells, which are resisted by Will Saves. You can affect a maximum number of targets equal to your class level; you must pay each target separately. As you advance in level, your compulsion becomes harder to resist (but more serious favors cost more money). You can acquire the Spell Focus feat to make this effect harder for your target to resist.

    Note: Depending on what you ask of them, your target gets a bonus to their Will Save. A minor favor gives the target a +2 bonus to their Will Save, a major favor gives them a +4 bonus, and an epic favor gives them a +8 bonus. The target will also automatically refuse any suicidal or obviously harmful “favors.”

    Spoiler: The Lure of Wealth by Level
    Show

    Level I: You can adjust an NPC’s Attitude to Friendly (or at least closer to it, as per a Charm Person spell). This will only cost a few gp at most per person. The target’s Will Save DC is (13 + your CHA bonus).
    EXAMPLE: Buying a round of drinks for everyone in a bar, or buying someone a nice dinner.
    Level II: You can ask an NPC for a minor favor. These will cost you at least as much as your target makes in a day. The target’s Will Save DC is (16 + your CHA bonus).
    EXAMPLE: Getting a police officer to ignore a minor violation of the law, like a speeding ticket.
    Level III: You can ask an NPC for a major favor. These will cost you at least as much as your target makes in a month. The target’s Will Save DC is (19 + your CHA bonus).
    EXAMPLE: Getting a police officer to ignore a major violation of the law, such as being caught burglarizing someone’s home.
    Level IV: You can ask an NPC for an epic favor. These will cost you at least as much as your target makes in a year. The target’s Will Save DC is (30 + your CHA bonus).
    EXAMPLE: Getting a police officer to ignore a heinous violation of the law, such as being caught red-handed at the scene of a murder.

    Treasury (Su)
    You can store treasure (only) in a personal extradimensional space. You can access it either overtly or discretely; for instance, you can seemingly pull items from your pack when you’re actually calling the item forth from your Treasury space by mental command.

    Spoiler: Treasury by Level
    Show

    Level I: Your storage space is equivalent to a Bag of Holding with a 1,000 lb. capacity.
    Level II: Your storage space is equivalent to a Bag of Holding with a 2,000 lb. capacity.
    Level III: Your storage space is equivalent to a Bag of Holding with a 4,000 lb. capacity.
    Level IV: Your storage space is equivalent to a 10’ x 10’ Portable Hole.



    Design Notes
    There were things I liked and things I very much disliked about the original version of the Golden Alchemist. In recent years, I’ve found myself more drawn to less conventional support classes, rather than front-line “shoot them in the face” classes, so I found the basic concept very intriguing. Some features just didn’t sit right with me, however. A prime example would be the “Gilt Enigma” class feature. Would you like the actual Curse of Midas or be forced to become a living statue of gold? Um…how about neither of those horrible outcomes?! What say I just take a bonus feat and we call it even? Yikes.

    There was also the sheer volume of gold the class seemed to entail – if you went around turning things to gold at the rates described, it should take you a day (or less) to accumulate more gold than the human race has mined in the history of the planet Earth; that’s currently about 190,000 metric tons, or a cube 21 meters to a side, and if you ran around town all willy-nilly touching everything in sight all day long, it wouldn’t take you that long to fill up that cube.

    Now, I’ve quite deliberately broken the Wealth by Level chart (even using Pathfinder’s version, which has higher figures than the D&D 3.5e version), due to the Plutomancer’s abilities being literally fueled by money, but the Golden Alchemist is just off the charts into the range of massively devaluing gold for an entire world inside of a month. So I’ve toned things down a bit, and made certain that Plutomancers will have to put in some time and effort to fully realize the benefits of their class. In addition, major class abilities like Equivalent Exchange and The Lure of Wealth always cost money to use, forcing them to eat up their reserves if they want to stay relevant in their adventuring career.

    Crunching the numbers, a 1st level Plutomancer can make 10 gp a day, or 3,650 gp a year. Not exactly wealthy, but they’ll certainly never go hungry. A 30th level Plutomancer can make 40,000 gp a day, or 14,600,000 gp a year. My extended version of Pathfinder’s Wealth by Level chart (which is about 20% higher the canon D&D 3.5e chart), tops out at 5,160,000 gp for level 30, so the Plutomancer is rocking triple normal wealth on an annual basis (if they work 10 hours a day, 7 days a week). Again, considering that their abilities eat up their fortune, I think this is within acceptable limits. If anyone with a finance background wants to crunch the numbers and has some different conclusions, I’d welcome them.

    Stat-wise, this is basically a stripped-down and refurbished Sorcerer. Low HD and skill points, focusing on their magical abilities. You could easily flip it to be more like the Wizard, if you switched Equivalent Exchange’s associated ability to Int instead of Cha and swapped a few other class skills.

    Their team function is a supporting role – a team with a Plutomancer on board will never be broke and hungry. Even if they’re a thousand miles from civilization and 20 levels deep in a dungeon, they have an infinitely long supply chain, which means less equipment to carry. Why bother to re-stock in town when you can just buy only what you need when you need it? And at higher level they’re secondary magical support as well. Combat-wise, they’re well-advised to wear the best armor they can, hang back, and fire weapons or wands from a distance.
    Last edited by JanessaVR; 2018-03-30 at 05:32 PM.
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    OldWizardGuy

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    Default Re: The Plutomancer – A Re-Imaged Version of the Golden Alchemist [3.5e, PEACH]

    Looks great! It's different enough from the Alchemist that I'd say you've made your own unique creation - I particularly like the explicit ability to pay for healing, mercenaries etc.. With sufficient refluffing it could even be made into a nonmagical class.

    I won't comment on the WBL, other than to say it's great that you addressed the Golden Alchemist's outrageous wealth (ironically the thing that attracted me to the class originally - tier 1 without having spells), plus it's in line with the gold a PC can make from Perform or Profession checks at low levels.
    Last edited by rferries; 2018-03-31 at 05:19 PM.

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    Pixie in the Playground
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    As requested, my thoughts...
    Honestly? I think that the "Equivalent Exchange" ability needs some kind of uses per day limiter on it so that a dungeon crawl that starts to go bad doesn't just become the whole group funneling their hard earned money to this character for some get out of jail bull**** every time that makes the DM pull their hair out in frustration instead of, you know, just playing their characters more intelligently or even leaving and trying again later. Maybe one use per day for every other level of it, rounded up? I understand that you are using wealth as the characters power limiter, but from a balance perspective, I could very easily see a group stuck in a loop like they were in the same trap as people that go to the payday loan places every two weeks, having to pony up to the Plutomancer because this ability bailed them out one time too many and now they are far enough behind the wealth by level curve that they're just ****ed.
    You also talk about the character using wands, but I'm not seeing any spell lists or 'Use Magic Device' skill option that would allow it, there is no other special ability list for combat purposes, and base to-hit is abysmal. Which means that the rest of the party will be carrying this guy until level 6 basically panting in anticipation of being able to go to the payday loan. Pre level 6, the character has really got nothing going for it as an adventurer.
    As the class sits right now, if you want the truth I don't think I would allow it in my games. It isn't that I think it's too powerful in the long run, as I think that by and large your money costs look all right. It's because I think having somebody that can turn their savings into a 'sure win' would encourage a kind of 'boom or bust' Vegas style adventuring that I'm not sure I'd want to deal with in my game. It seems to me that it would be a really good way for the group to ultimately end up broke, underpowered, and dead, looking at me like somehow its MY fault that they spent all their money disintegrating orcs instead of fighting them.

    Umm... Sorry? :(

    If you really wanted to keep the dream alive, so to speak, I would probably consider making this a ten level casting prestige class of some kind and toning down some of the abilities a little so they wouldn't be overpowering in that context. But really, and obviously, this, as well as everything above is only my opinion. Take it as you wish. I certainly mean no disrespect with it and I do think the idea has merit, I just think that in order to get it to actually be viable in a game you would need to have the money used for the exchange and summoned be some kind of special "Plutomancer only" special currency.
    Last edited by Datatroll; 2018-03-30 at 10:50 PM.

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    Default Re: The Plutomancer – A Re-Imaged Version of the Golden Alchemist [3.5e, PEACH]

    @Datatroll:

    My thanks for your review and response. Let me address a few points:

    Equivalent Exchange
    The problem I see with limiting this to a few times per day is that it’s arguably the primary useful feature of the class (with Summon Treasure coming in a close second), and it already costs cash to use each time. I’ve done several rounds of tinkering with the cash gained per day/week/month/year numbers before I posted the class here, so as to be able to use that as a limiting factor. If I were going to limit it further, I’d rather reduce income or raise usage costs to do it. I’ll do some more number crunching on that.

    And if you regard the class as underpowered now, I don’t think reducing EE’s daily usage will actually help in this regard. Yes, the rest of the group can lean on the Plutomancer for help, but if so they’re likely already leaning on any other magic-users in the party, so I can’t see that as more of an issue that it is now. They could try building the entire team around the Plutomancer, but again, I rather think any other magic-users would contributing, too. If the Plutomancer is the only magic-user in the party, then yes, I can see that happening but I’m hard-pressed to call it a bad thing if no one else wanted to play a magic-user.

    Now you do raise a very valid point about having to wait until level 6 to gain access to this at all. Right now, Summon Treasure improves every other level (until the Epic levels). I could possibly re-draw the power curve here to be more gradual and steady to be where at every level you get either a new level of Summon Treasure or another level of Equivalent Exchange. Both are then introduced early and EE builds up as slowly as ST.

    Use Magic Device
    This was built as a magic-user class, and Sorcerers and Wizards don’t have UMD as a class skill because they don’t need it – they can activate magic items without it. If you want to argue that the class is closer to a Bard, then I could throw it in, but it was a deliberate omission at present.

    Base Attack Bonus
    I could conceivably raise this, but it’s the same one that existing Sorcerers and Wizards use, so should we raise theirs as well? I’ll grant that as a debatable point – what should the minimum BAB for all classes be?
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    Default Re: The Plutomancer – A Re-Imaged Version of the Golden Alchemist [3.5e, PEACH]

    I genuinely think my biggest problem with it, even bigger than the issue of being essentially just the guy that makes sure the fence isn't ripping them off when they go back to town until level six, is the fact that I really do see this character being the final repository of a huge amount of the party gold. It's like having an artificer, only even better, because you don't even need an item half the time. You can just whistle up the effect. I think a DM will end up having to dump money on a campaign to keep them from going broke or the players will need to really have an iron will to just not ever take the easy way out, or it is going to be a very slippery slope.
    That all said, I have thought about it some and I am liking this. What if the wealth "Summoned" was "Pluto-bucks" or whatever. They are the only coinage useful for the exchange, which means they can be traded directly across for normal currency. They require that the Plutomancer spend his or her time in ritual, BUT unlike any other caster, the only real limit to how much power a Plutomancer can stockpile is how much time they are given to accumulate this special currency. This eliminate the problem with the other characters becoming money sponges. It allows the DM to sometimes be generous without fear that the next adventure will just be a complete cakewalk because of it, and it allows a lot more use for the Plutomancer to actually get out of their appraisal and bartering skills, since they aren't necessarily just selling anymore. They may well be in the market to buy now as well, saving their special currency for more pressing concerns.
    Just a thought, but I think it has promise.

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    Default Re: The Plutomancer – A Re-Imaged Version of the Golden Alchemist [3.5e, PEACH]

    Since a Golden Alchemist is all about accumulating gold, when I read the title I was afraid the Plutomancer was accumulating plutonium. Yikes!

    Some point-by-point comments.
    • You give level ranges that correspond to expertise ranges, and levels 1 through 8 are apprentices. Then give starting wealth of a whopping 10d10×10 gp. So a fresh, green apprentice already has more than three times any other class's starting wealth? That seems wrong to me.

    • In The Lure of Wealth, you state "Depending on what you ask of them, your target gets a bonus to their Will Save. A minor favor gives the target a +2 bonus to their Will Save, a major favor gives them a +4 bonus, and an epic favor gives them a +8 bonus." But then in the table you show the DC increasing also. If you have both then the overall chance of the effect working is affected by a whole heck of a lot, perhaps more than you may have intended.

      Also, I think there should be a DC modifier for the amount of money spent. You can try to cheap out (buy a round of Bud Light in an upscale bar) of overdo it (offer the cop $1000 to not write that speeding ticket) and either suffer or gain a modifier.

    • Regarding Dataroll's suggestion of limiting the uses per day on EE, I understand that you don't want to cripple the character by allowing only one or two uses a day at low level. One solution might be to allow four or five uses per day initially, and then add one more every two levels or every level thereafter. (Everyone looks at the slope on these things; why doesn't anyone ever look at the y intercept?)
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    Default Re: The Plutomancer – A Re-Imaged Version of the Golden Alchemist [3.5e, PEACH]

    @Datatroll:

    Regarding the money sponge situation, it’s actually been my experience that the opposite is true. Other players are typically disinclined to actually give me money, but they’re more than happy to take it from me. Trying to get the Fighters or Rogues to allocate funds from their “Wenches and Ale” budget is usually a losing proposition, Wizards positively eat money with absolutely no end in sight, though CoDzilla might have a few coins to spare.

    I envisioned this class as being the financial patron of an adventuring team, bankrolling their travels around the world. That’s certainly been the case in our Call of Cthulhu games – if it wasn’t for my “Aunt Pennybags” characters, the rest of the investigators would scarcely be able to jet around the world chasing mythos monsters.

    As for replacing the team’s Artificer, I would argue that’s not the case. Artificers can create items for half the listed price, whereas a Plutomancer must pay full market price. The team therefore has a choice if they have both an Artificer and a Plutomancer – get the item cheaper if they fund the Artificer and are willing to wait for it to be produced, or fund the Plutomancer and get it “rush delivery” for double the price. And that’s if they’re willing to part with the cash at all, and not try to find the items they want via adventuring (I swear most players I’ve met are notoriously cheap with their PC’s cash). If anything, the smart move would be for the Plutomancer to channel bags of cash to the Artificer and get results for “wholesale” rather than “retail” price. So as far as team money sponges go, the Artificer is the more likely candidate.
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    Default Re: The Plutomancer – A Re-Imaged Version of the Golden Alchemist [3.5e, PEACH]

    @jqavins:

    Starting Wealth
    The excess starting wealth was quite deliberate – if your whole shtick is that you literally create wealth, it’s only to be expected. Also, as a support class, their best use of it is to help bankroll the team, so they’ll need some excess cash on hand.

    Equivalent Exchange
    Again, I’d really rather reduce income or raise usage costs than have a sharp limit on the number of times a day it can be used.

    The Lure of Wealth
    You raise some good points here. Part of this might have been poor wording on my part. I envisioned this as something of an opposed roll situation. You’re trying to bribe someone to do something (or let you get away with something you shouldn’t), probably at some danger to their job, at least, if they’re caught. Accordingly, facing higher penalties if they’re caught should grant correspondingly higher bonuses to their Will Save, as common sense (or at least fear) tries to assert itself in their head.

    As for the Save DC, I was trying to indicate that higher levels of this ability are akin to higher level Enchantment spells. The Save DC against an Enchantment spell is (10 + the spell level + the spellcaster’s primary ability bonus). Accordingly, I pegged this ability’s levels 1, 2, 3 as equivalent to spell levels 3, 6, and 9. Sounds like I need to word this better.

    And with that in mind, yes, offering more than is necessary for a given bribe ought to tilt the odds even more in favor of the Plutomancer, which I totally failed to take into account. Alternately, trying to be cheapskate should give a penalty. Good catch.
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    Default Re: The Plutomancer – A Re-Imaged Version of the Golden Alchemist [3.5e, PEACH]

    Quote Originally Posted by JanessaVR View Post
    @jqavins:
    My username does not include an at sign. This is not Twitter. My name is in my sig.
    Starting Wealth
    The excess starting wealth was quite deliberate – if your whole shtick is that you literally create wealth, it’s only to be expected. Also, as a support class, their best use of it is to help bankroll the team, so they’ll need some excess cash on hand.
    Suit yourself, of course. I get the reason for their having lots of money, but if you're a fresh green apprentice who is only just beginning to create money, where did so much money come from on Day Zero? For wealth by level, sure, but for starting wealth I don't get it. Oh well, It doesn't matter if I get it.
    Last edited by jqavins; 2018-04-03 at 07:34 AM.
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    Default Re: The Plutomancer – A Re-Imaged Version of the Golden Alchemist [3.5e, PEACH]

    Quote Originally Posted by jqavins View Post
    My username does not include an at sign. This is not Twittser. My name is in my sig.
    Ha I think she just meant it as a generic "at", not a Twitter one. :D

    Suit yourself, of course. I get the reason for their having lots of money, but if you're a fresh green apprentice who is only just beginning to create money, where did so much money come from on Day Zero? For wealth by level, sure, but for starting wealth I don't get it. Oh well, It doesn't matter if I get it.
    I suppose it's the same rationale as wizards vs fighters - wizards spent all their time studying instead of working for $$, whereas fighters were able to hold down a job. A plutomancer studied too, but since their studies were all about creating wealth they start adventuring with a sizeable nest egg.

  11. - Top - End - #11
    Pixie in the Playground
     
    PirateGirl

    Join Date
    Jan 2007
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    CA
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    Default Re: The Plutomancer – A Re-Imaged Version of the Golden Alchemist [3.5e, PEACH]

    Ok, I’ve been getting some private feedback and now have a considerably revised version of the Plutomancer. Stat-wise, this is now a stripped-down and refurbished Artificer, instead of a Sorcerer.


    Class Features

    Hit Die: d6

    Class Skills: Appraise (Int), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Equivalent Exchange [NEW SKILL] (Cha), Knowledge – Arcana (Int), Knowledge – The Planes (Int), Profession (Wis), Search (Int), Spellcraft (Int), and Use Magic Device (Cha).

    Skill Points at 1st Level: (4 + Int Modifier) x4

    Skill Points at Each Additional Level: 4 + Int Modifier

    Starting Gold: 10d10 x 10 gold pieces

    Weapon and Armor Proficiency: Plutomancers are proficient with all simple weapons, and with light and medium armor.

    Levels Guide
    • Apprentice is levels 1 to 3.
    • Journeyman is levels 4 to 12.
    • Master is levels 13 to 21.
    • Grand Master is levels 22 to 30.

    Table: The Plutomancer
    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st +0 +0 +0 +2 Equivalent Exchange I, Appraisal Bonus
    2nd +1 +0 +0 +3 Treasury I, Calculate Treasure
    3rd +2 +1 +1 +3 Outright Bribery I, Sense Treasure
    4th +3 +1 +1 +4 Equivalent Exchange II
    5th +3 +1 +1 +4 Treasury II
    6th +4 +2 +2 +5 Market Forecast I
    7th +5 +2 +2 +5 Equivalent Exchange III
    8th +6/+1 +2 +2 +6 Treasury III
    9th +6/+1 +3 +3 +6 Outright Bribery II
    10th +7/+2 +3 +3 +7 Equivalent Exchange IV
    11th +8/+3 +3 +3 +7 Treasury IV
    12th +9/+4 +4 +4 +8 Investments Magnate I
    13th +9/+4 +4 +4 +8 Equivalent Exchange V
    14th +10/+5 +4 +4 +9 Treasury V
    15th +11/+6/+1 +5 +5 +9 Market Forecast II
    16th +12/+7/+2 +5 +5 +10 Equivalent Exchange VI
    17th +12/+7/+2 +5 +5 +10 Treasury VI
    18th +13/+8/+3 +6 +6 +11 Outright Bribery III
    19th +14/+9/+4 +6 +6 +11 Equivalent Exchange VII
    20th +15/+10/+5 +6 +6 +12 Treasury VII
    21st +15/+10/+5 +7 +7 +12 Investments Magnate II
    22nd +16/+11/+6 +7 +7 +13 Equivalent Exchange VIII
    23rd +17/+12/+7 +7 +7 +13 Treasury VIII
    24th +18/+13/+8 +8 +8 +14 Market Forecast III
    25th +18/+13/+8 +8 +8 +14 Equivalent Exchange IX
    26th +19/+14/+9 +8 +8 +15 Treasury IX
    27th +20/+15/+10 +9 +9 +15 Outright Bribery IV
    28th +21/+16/+11 +9 +9 +16 Equivalent Exchange X
    29th +21/+16/+11 +9 +9 +16 Treasury X
    30th +22/+17/+12 +10 +10 +17 Investments Magnate III

    Appraisal Bonus (Su)
    Your class level is a bonus to your Appraise skill, and you can appraise objects at a glance.

    Calculate Treasure (Su)
    You can instantly calculate the number and nominal value of any form of treasure that you can either see visually or sense with your Sense Treasure ability. For instance, you could gaze at a dragon’s hoard and confidently state that there are 24,678 gp, 54,365 sp, and 87,269 cp present there, and even what the type and country of origin they are.

    Equivalent Exchange (Sp)
    You have the ability to conjure nearly any item you can imagine out of thin air…but, it’s not free. You must pay fair value for each item, and you must also succeed in a skill check to obtain them. On the flip side, you can also convert any item that has some salable value into cash. This is not an instantaneous transaction. You must inscribe a “transaction circle” on a convenient flat surface, large enough to accommodate the items being exchanged, and the transaction takes a number of rounds equal to the DC of the skill check. If anyone is foolish enough to stand around inside an obviously magical circle for several rounds while you work your magic on it, and the object of your transaction is some large, heavy object…well, they’ve already failed their Common Sense Save, and unless they succeed in a Reflex Save (DC 20, for half damage), they’ll also take 10d10 hp damage. Note that real estate and structures (houses, keeps, towers, etc.) are beyond the purview of this power.

    Spoiler: Equivalent Exchange by Level
    Show

    Purchasing Items: You can purchase any item from any source book your GM allows for your game, paying the market price. Alternately, you can pay to have items repaired or modified. The cost for this is the GM’s call, depending on how badly an item is damaged or what modifications you want made to it. You must have the necessary money immediately within reach to make the trade; money in your Treasury space (see below) counts as being immediately accessible for this.
    Selling Items: You can convert any item into its cash equivalent. If a given item has any appreciable monetary value, and what that value is, are completely the GM’s call; the baseline sale price for an item in good condition is half the market price.
    Level I: You can purchase any mundane items, if they’re not too expensive. The skill check is (DC 1 per 100 gp of the item’s market price); obviously, success is almost assured for most typical items in the PHB, but some expensive items will be beyond your reach at lower class levels.
    Level II: You can purchase Scrolls and Potions. The skill check is (DC 5 + the caster level needed to make the item). A special note about scrolls. If the GM deems the spell in question to be a common one, such that any Wizard could probably walk into the local wizards guild and buy a copy, the skill check’s DC and the item price are unchanged. If the GM deems the spell to be more rare, the skill check’s DC and the item price go up to what they consider appropriate.
    Level III: The skill check is now (DC 1 per 1,000 gp of the item’s market price) for mundane items.
    Level IV: You can purchase Arms and Armor, Wands, and Wondrous Items. The skill check is (DC 5 + the caster level needed to make the item).
    Level V: You can purchase Magical Tattoos and Rods. The skill check is (DC 5 + the caster level needed to make the item).
    Level VI: The skill check is now (DC 1 per 10,000 gp of the item’s market price) for mundane items.
    Level VII: You can purchase Rings and Staves. The skill check is (DC 5 + the caster level needed to make the item).
    Level VIII: You can purchase Epic Arms and Armor, Potions, Scrolls, Wands, and Wondrous Items. The skill check is (DC 5 + the caster level needed to make the item).
    Level IX: The skill check is now (DC 1 per 100,000 gp of the item’s market price) for mundane items.
    Level X: You can purchase Epic Magical Tattoos, Rings, Rods, and Staves. The skill check is (DC 5 + the caster level needed to make the item).

    Investments Magnate (Su)
    You can provide businesses with a blessing of prosperity, all but ensuring their continued success. To provide this blessing, you must visit each business at least once per month, review the books and provide the manger(s) with your insights from your Market Forecast ability (see below). You can “keep blessed” a number of business equal to your class level, but there’s also a limit to the size of the company you can provide a blessing to – it’s a maximum of (1 million gp * your class level).

    Spoiler: Investments Magnate by Level
    Show

    Level I: Grants a +2 bonus to a company’s Monthly Profit check (not to exceed 20).
    Level II: Grants a +4 bonus to a company’s Monthly Profit check (not to exceed 20).
    Level III: Grants a +6 bonus to a company’s Monthly Profit check (not to exceed 20).

    Market Forecast (Su)
    You are a true seer of the business world, able to see which businesses are destined for success and which are not. With this ability, you know for sure which companies to purchase shares in.

    Spoiler: Market Forecast by Level
    Show

    Level I: Grants a +2 bonus to a company’s Monthly Profit check (not to exceed 20).
    Level II: Grants a +4 bonus to a company’s Monthly Profit check (not to exceed 20).
    Level III: Grants a +6 bonus to a company’s Monthly Profit check (not to exceed 20).

    Outright Bribery (Sp)
    You can compel others to accept (and rationalize) bribes from you in exchange for doing you favors. You must openly display your bribe to your target for this effect to work. Treat these attempts as roughly equivalent to Enchantment spells, which are resisted by Will Saves. You can affect a maximum number of targets equal to your class level; you must pay each target separately. As you advance in level, your compulsion becomes harder to resist (but more serious favors also cost more money). You can acquire the Spell Focus feat to make this effect harder for your target to resist.

    Spoiler: Outright Bribery by Level
    Show

    Target Will Save DC: The target’s Will Save DC is (10 + half your class level (round up) + your CHA bonus).
    Target Will Save Bonus: Depending on what you ask of them, your target gets a bonus to their Will Save. Asking them for a minor favor grants a +2 bonus to their Will Save, asking them for a major favor grants a +4 bonus, and asking for an epic favor grants a +8 bonus. The target will also automatically refuse any suicidal or obviously harmful “favors.”
    Penalties to the Target Will Save: Offering the target twice the required amount cancels out the bonus to their Will Save. Offering them triple inflicts a penalty equal to the bonus they would normally receive (a +4 bonus becomes a -4 penalty).
    Bonuses to the Target Will Save: Offering the target half the required amount doubles the bonus to their Will Save. Offering them a quarter or less of the required amount triples the bonus to their Will Save.
    Level I: You can adjust an NPC’s Attitude to Friendly (or at least closer to it, as per a Charm Person spell). This will only cost a few gp at most per person.
    EXAMPLE: Buying a round of drinks for everyone in a bar, or buying someone a nice dinner.
    Level II: You can ask an NPC for a minor favor. These will cost you at least as much as your target makes in a day.
    EXAMPLE: Getting a police officer to ignore a minor violation of the law, like a speeding ticket.
    Level III: You can ask an NPC for a major favor. These will cost you at least as much as your target makes in a month.
    EXAMPLE: Getting a police officer to ignore a major violation of the law, such as being caught burglarizing someone’s home.
    Level IV: You can ask an NPC for an epic favor. These will cost you at least as much as your target makes in a year.
    EXAMPLE: Getting a police officer to ignore a heinous violation of the law, such as being caught red-handed at the scene of a murder.

    Sense Treasure (Su)
    If you concentrate, you can sense all treasure within a radius of 10 meters per class level.

    Treasury (Su)
    You can store treasure (only) in a personal extradimensional space. You can access it either overtly or discretely; for instance, you can seemingly pull money from your pack when you’re actually calling it forth from your Treasury space by mental command. Unlike, for instance, a Bag of Holding, you can’t overload it by exceeding storage capacity – you simply can’t store anything more once you hit capacity. The storage capacity is also rated by worth in gold pieces, not weight. When you withdraw treasure, it can be in any form you desire – coins (of any origin and denomination), gems (of any non-magical variety and cut), etc.

    Spoiler: Treasury by Level
    Show

    Level I: Your personal treasury has a 20,000 gp capacity.
    Level II: Your personal treasury has a 40,000 gp capacity.
    Level III: Your personal treasury has a 80,000 gp capacity.
    Level IV: Your personal treasury has a 160,000 gp capacity.
    Level V: Your personal treasury has a 320,000 gp capacity.
    Level VI: Your personal treasury has a 640,000 gp capacity.
    Level VII: Your personal treasury has a 1,250,000 gp capacity.
    Level VIII: Your personal treasury has a 2,500,000 gp capacity.
    Level IX: Your personal treasury has a 5,000,000 gp capacity.
    Level X: Your personal treasury has a 10,000,000 gp capacity.

    New Skills
    Skill Key Ability Description
    Equivalent Exchange Cha This is the skill linked to the class feature of the same name, as you must succeed in a skill check to invoke it. See the class feature description for full details. You can Take 10 for this skill roll, but you can’t Take 20.


    Rules for Investing in a Business

    The Basics
    Each company has a total worth (in gold pieces), and makes a base monthly profit equal to 1% of that amount. The final amount of monthly profit varies according to economic fluctuations, represented by die roll which might modify that amount. Unlike the business rules in the DMG II, these rules assume that you’re not actually running the business, you’re just investing in it while other people manage its day-to-day affairs.

    Business Types
    • Low Risk: These business have little economic vulnerability, but offer few profits.
    • Medium Risk: This is a “typical” business, with less economic vulnerability, but only median profits to offer.
    • High Risk: These businesses offer the promise of great profits, at the risk of great loss.


    Monthly Profit Check for Low-Risk Businesses (1d20)
    d20 Result Profit % Modifier Description
    1 -100% Disaster! The company loses 8% from its Total Company Worth.
    2 -100% Worse Losses! The company loses 4% from its Total Company Worth.
    3 -100% Moderate Losses. The company loses 2% from its Total Company Worth.
    4 -100% Minor Losses. The company loses 1% from its Total Company Worth.
    5 -100% Business is down. The company breaks even, but there is no profit to distribute this month.
    6 – 16 100% It’s a normal month, and the profits are the Base Monthly Profit amount.
    17 105% Business is up! Profits are 5% above normal.
    18 110% Business is thriving! Profits are 10% above normal.
    19 115% Business is flourishing! Profits are 15% above normal.
    20 120% Business is booming! Profits are 20% above normal.

    Monthly Profit Check for Medium-Risk Businesses (1d20)
    d20 Result Profit % Modifier Description
    1 -100% Disaster! The company loses 20% from its Total Company Worth.
    2 – 3 -100% Big Losses! The company loses 15% from its Total Company Worth.
    4 – 5 -100% Worse Losses! The company loses 10% from its Total Company Worth.
    6 – 7 -100% Minor Losses. The company loses 5% from its Total Company Worth.
    8 – 9 -100% Business is down. The company breaks even, but there is no profit to distribute this month.
    10 – 13 100% It’s a normal month, and the profits are the Base Monthly Profit amount.
    14 – 15 125% Business is up! Profits are 25% above normal.
    16 – 17 150% Business is thriving! Profits are 50% above normal.
    18 – 19 175% Business is flourishing! Profits are 75% above normal.
    20 200% Business is booming! Profits are double normal.

    Monthly Profit Check for High-Risk Businesses (1d20)
    d20 Result Profit % Modifier Description
    1 -100% Disaster! The company loses 80% from its Total Company Worth.
    2 – 3 -100% Huge Losses! The company loses 40% from its Total Company Worth.
    4 – 5 -100% Big Losses! The company loses 20% from its Total Company Worth.
    6 – 7 -100% Notable Losses! The company loses 10% from its Total Company Worth.
    8 – 9 -100% Business is down. The company breaks even, but there is no profit to distribute this month.
    10 – 13 100% It’s a normal month, and the profits are the Base Monthly Profit amount.
    14 – 15 200% Business is up! Profits are double normal.
    16 – 17 300% Business is thriving! Profits are triple normal.
    18 – 19 400% Business is flourishing! Profits are quadruple normal.
    20 500% Business is booming! Profits are quintuple normal.

    Sample Investments Portfolio
    The following table illustrates the following:
    • How much a company is worth.
    • What risk category the company is in.
    • How much profit the company typically makes on a monthly basis.
    • How much of the company you own.
    • Your final monthly profit, after accounting for economic fluctuations.

    Company Name Business Risk Total Company Worth Base Monthly Profit % of Shares Owned Result of Monthly Profit Check Final Monthly Profit
    Bob’s Bait Shop Low 1,000 gp 10 gp 40% 120% 5 gp
    Fred’s Farmstead Low 10,000 gp 100 gp 30% 105% 32 gp
    Mike’s Mining Low 100,000 gp 1,000 20% -100% 0 gp
    Rich Ron’s Ranch Low 1,000,000 gp 10,000 gp 10% 110% 1,100 gp
    Tom’s Tavern Medium 1,000 gp 10 gp 40% 200% 8 gp
    The Dragon’s Head Tavern Medium 10,000 gp 100 gp 30% 150% 45 gp
    The Elfstone Tavern Medium 100,000 gp 1,000 gp 20% -100% 0 gp
    The Jade Jug Medium 1,000,000 gp 10,000 gp 10% 125% 1,250 gp
    Athkatla Traders High 10,000 gp 100 gp 40% 200% 80 gp
    Neverwinter Traders High 100,000 gp 1,000 gp 30% 300% 900 gp
    Silverymoon Traders High 1,000,000 gp 10,000 gp 20% -100% 0 gp
    Waterdeep Traders High 10,000,000 gp 100,000 gp 10% 100% 10,000 gp
    Last edited by JanessaVR; 2023-04-12 at 12:22 PM.

  12. - Top - End - #12
    Pixie in the Playground
     
    PirateGirl

    Join Date
    Jan 2007
    Location
    CA
    Gender
    Female

    Default Re: The Plutomancer – A Re-Imaged Version of the Golden Alchemist [3.5e, PEACH]

    It's been a few years, but as I formalize my House Rules for Pathfinder 1E I was inspired to revisit this. Stat-wise, this is still nominally a re-worked Artificer but has also been streamlined and updated to be more compliant with Pathfinder 1E.


    Class Features

    Alignment: Any

    Hit Die: d6

    Class Skills: Appraise (Int), Bluff (Cha), Diplomacy (Cha), Equivalent Exchange [NEW SKILL] (Cha), Knowledge – Arcana (Int), Knowledge – The Planes (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).

    Skill Points at 1st Level: (4 + Int Modifier) x4

    Skill Points at Each Additional Level: 4 + Int Modifier

    Starting Gold: 10d10 x 10 gold pieces

    Weapon and Armor Proficiency: Plutomancers are proficient with all simple weapons and light armor.

    Table: The Plutomancer
    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st +0 +0 +0 +2 Calculate Worth I, Equivalent Exchange I, Sense Treasure, Treasury I
    2nd +1 +0 +0 +3 Outright Bribery I
    3rd +1 +1 +1 +3 Equivalent Exchange II, Treasury II
    4th +2 +1 +1 +4 Market Forecast I
    5th +2 +1 +1 +4 Calculate Worth II, Equivalent Exchange III, Treasury III
    6th +3 +2 +2 +5 Outright Bribery II
    7th +3 +2 +2 +5 Equivalent Exchange IV, Treasury IV
    8th +4 +2 +2 +6 Market Forecast II
    9th +4 +3 +3 +6 Calculate Worth III, Equivalent Exchange V, Treasury V
    10th +5 +3 +3 +7 Know Their Price, Outright Bribery III
    11th +5 +3 +3 +7 Equivalent Exchange VI, Treasury VI
    12th +6/+1 +4 +4 +8 Market Forecast III
    13th +6/+1 +4 +4 +8 Calculate Worth IV, Equivalent Exchange VII, Treasury VII
    14th +7/+2 +4 +4 +9 Outright Bribery IV
    15th +7/+2 +5 +5 +9 Equivalent Exchange VIII, Treasury VIII
    16th +8/+3 +5 +5 +10 Market Forecast IV
    17th +8/+3 +5 +5 +10 Calculate Worth V, Equivalent Exchange IX, Treasury IX
    18th +9/+4 +6 +6 +11 Outright Bribery V
    19th +9/+4 +6 +6 +11 Equivalent Exchange X, Treasury X
    20th +10/+5 +6 +6 +12 Market Forecast V

    Calculate Worth (Su)
    At a glance, you know what things are worth. This ability also works in conjunction with your Sense Treasure ability (below).

    Spoiler: Calculate Worth by Level
    Show

    Level I: You can instantly calculate the number and nominal value of any form of treasure that you can either see visually or sense with your Sense Treasure ability. For instance, you could gaze at a dragon’s hoard and confidently state that there are 24,678 gp, 54,365 sp, and 87,269 cp present there, and even what the type and country of origin they are.
    Level II: You can look at any object and know its worth.
    Level III: You can look at any person and know their worth.
    Level IV: You can know the worth of a company or family, but you have to see one of the company’s offices/stores in person or a member of the family in question.
    Level V: Your ability to calculate the value of anything is also extended to pictures or even just written descriptions of the things in question.

    Equivalent Exchange (Sp)
    You have the ability to conjure nearly any item you can imagine out of thin air…but, it’s not free. You must pay fair value for each item, and you must also succeed in a skill check to obtain them. On the flip side, you can also convert any item that has some salable value into cash. This is not an instantaneous transaction. You must inscribe a “transaction circle” on a convenient flat surface, large enough to accommodate the items being exchanged, and the transaction takes a number of rounds equal to the DC of the skill check. If anyone is foolish enough to stand around inside an obviously magical circle for several rounds while you work your magic on it, and the object of your transaction is some large, heavy object…well, they’ve already failed their Common Sense Save, and unless they succeed in a Reflex Save (DC 20, for half damage), they’ll also take 10d10 hp damage. Note that acquiring things like real estate, permits, or licenses is beyond the purview of this power as it only applies to tangible things.

    Spoiler: Equivalent Exchange by Level
    Show

    Purchasing Items: You can purchase any item – mundane or magical – from any source book your GM allows for your game, paying the market price. If you want something whose cost is not specifically listed in a source book, then its market price is up to the GM. Alternately, you can pay to have items repaired or modified. The cost for this is the GM’s call, depending on how badly an item is damaged or what modifications you want made to it. You must have the necessary money immediately within reach to make the trade; money in your Treasury space (see below) counts as being immediately accessible for this.
    Selling Items: You can convert any item into its cash equivalent. If a given item has any appreciable monetary value, and what that value is, are completely the GM’s call; the baseline sale price for an item in good condition is half the market price. The cash you gain from this can go straight into your Treasury (below) if you so desire.
    Level I: The skill check is (DC 1 per 10 gp of the item’s market price).
    Level II: The skill check is (DC 1 per 50 gp of the item’s market price).
    Level III: The skill check is (DC 1 per 100 gp of the item’s market price).
    Level IV: The skill check is (DC 1 per 500 gp of the item’s market price).
    Level V: The skill check is (DC 1 per 1,000 gp of the item’s market price).
    Level VI: The skill check is (DC 1 per 5,000 gp of the item’s market price).
    Level VII: The skill check is (DC 1 per 10,000 gp of the item’s market price).
    Level VIII: The skill check is (DC 1 per 50,000 gp of the item’s market price).
    Level IX: The skill check is (DC 1 per 100,000 gp of the item’s market price).
    Level X: The skill check is (DC 1 per 500,000 gp of the item’s market price).

    Know Their Price (Su)
    This is something of an empathic sense for prices and costs in dealing with people. You know the prices that anyone you’re haggling with will pay for a given item, service, or contract. Not just the top price they’d pay, but the price they’d be happiest with paying as well. This also works for when you’re trying to pay someone to sell you something or do something for you, as you know the minimum it would take to convince them and also how much they’d really be happy to receive for the item or service in question.

    Market Forecast (Su)
    You're a true seer of the business world, able to see which businesses are destined for success and which are not. With this ability, you know for sure which companies to purchase shares in.

    Spoiler: Market Forecast by Level
    Show

    Level I: Grants a +2 bonus to a company’s Monthly Profit check (not to exceed 20).
    Level II: Grants a +4 bonus to a company’s Monthly Profit check (not to exceed 20).
    Level III: Grants a +6 bonus to a company’s Monthly Profit check (not to exceed 20).
    Level IV: Grants a +8 bonus to a company’s Monthly Profit check (not to exceed 20).
    Level V: Grants a +10 bonus to a company’s Monthly Profit check (not to exceed 20).

    Outright Bribery (Sp)
    You can compel others to accept (and rationalize) bribes from you in exchange for doing you favors. You must openly display your bribe to your target for this effect to work. Treat these attempts as roughly equivalent to Enchantment spells, which are resisted by Will Saves. You can affect a maximum number of targets equal to your class level; you must pay each target separately. As you advance in level, your compulsion becomes harder to resist (but more serious favors also cost more money). You can acquire the Spell Focus feat to make this effect harder for your target to resist.

    Spoiler: Outright Bribery by Level
    Show

    Target Will Save DC: The target’s Will Save DC is (10 + half your class level (round up) + your CHA bonus).
    Target Will Save Bonus: Depending on what you ask of them, your target gets a bonus to their Will Save. Asking them for a minor favor grants a +1 bonus to their Will Save, asking them for a moderate favor grants a +2 bonus, asking them for a major favor grants a +4 bonus, and asking for an epic favor grants a +8 bonus. The target will also automatically refuse any suicidal or obviously harmful “favors.”
    Penalties to the Target Will Save: Offering the target twice the required amount cancels out the bonus to their Will Save. Offering them triple inflicts a penalty equal to the bonus they would normally receive (a +4 bonus becomes a -4 penalty).
    Bonuses to the Target Will Save: Offering the target half the required amount doubles the bonus to their Will Save. Offering them a quarter or less of the required amount triples the bonus to their Will Save.
    Level I: You can adjust an NPC’s Attitude to Friendly (or at least closer to it, as per a Charm Person spell). This will only cost a few gp at most per person.
    EXAMPLE: Buying a round of drinks for everyone in a bar, or buying someone a nice dinner.
    Level II: You can ask an NPC for a minor favor. These will cost you at least as much as your target makes in a day.
    EXAMPLE: Getting a police officer to ignore a minor violation of the law, like a speeding ticket.
    Level III: You can ask an NPC for a moderate favor. These will cost you at least as much as your target makes in a week.
    EXAMPLE: Getting a police officer to ignore a more serious violation of the law, like running a red light right in front of them or a non-serious assault charge like getting in a fist fight with someone.
    Level IV: You can ask an NPC for a major favor. These will cost you at least as much as your target makes in a month.
    EXAMPLE: Getting a police officer to ignore a major violation of the law, such as being caught burglarizing someone’s home.
    Level V: You can ask an NPC for an epic favor. These will cost you at least as much as your target makes in a year.
    EXAMPLE: Getting a police officer to ignore a heinous violation of the law, such as being caught red-handed at the scene of a murder.

    Sense Treasure (Su)
    If you concentrate, you can sense all treasure within a radius of 100’ per class level.

    Treasury (Su)
    You can store treasure (only) in a personal extradimensional space and can access it either overtly or discretely. For instance, you can seemingly pull money from your pack when you’re actually calling it forth from your Treasury space by mental command. Unlike, for instance, a Bag of Holding, you can’t overload it by exceeding storage capacity – you simply can’t store anything more once you hit capacity. The storage capacity is also rated by worth in gold pieces, not weight. When you withdraw treasure, it can be in any form you desire – coins (of any origin and denomination), gems (of any non-magical variety and cut), etc.

    Spoiler: Treasury by Level
    Show

    Level I: Your personal treasury has a 10,000 gp capacity.
    Level II: Your personal treasury has a 25,000 gp capacity.
    Level III: Your personal treasury has a 50,000 gp capacity.
    Level IV: Your personal treasury has a 100,000 gp capacity.
    Level V: Your personal treasury has a 250,000 gp capacity.
    Level VI: Your personal treasury has a 500,000 gp capacity.
    Level VII: Your personal treasury has a 1,000,000 gp capacity.
    Level VIII: Your personal treasury has a 2,500,000 gp capacity.
    Level IX: Your personal treasury has a 5,000,000 gp capacity.
    Level X: Your personal treasury has a 10,000,000 gp capacity.

    New Skills
    Skill Key Ability Description
    Equivalent Exchange Cha This is the skill linked to the class feature of the same name, as you must succeed in a skill check to invoke it. See the class feature description for full details. You can Take 10 for this skill roll, but you can’t Take 20.


    Rules for Investing in a Business

    The Basics
    Each company has a total worth (in gold pieces), and makes a base monthly profit equal to 1% of that amount. The final amount of monthly profit varies according to economic fluctuations, represented by die roll which might modify that amount. Unlike the business rules in the DMG II, these rules assume that you’re not actually running the business, you’re just investing in it while other people manage its day-to-day affairs.

    Business Types
    • Low Risk: These business have little economic vulnerability, but offer few profits.
    • Medium Risk: This is a “typical” business, with less economic vulnerability, but only median profits to offer.
    • High Risk: These businesses offer the promise of great profits, at the risk of great loss.


    Monthly Profit Check for Low-Risk Businesses (1d20)
    d20 Result Profit % Modifier Description
    1 -100% Disaster! The company loses 8% from its Total Company Worth.
    2 -100% Worse Losses! The company loses 4% from its Total Company Worth.
    3 -100% Moderate Losses. The company loses 2% from its Total Company Worth.
    4 -100% Minor Losses. The company loses 1% from its Total Company Worth.
    5 -100% Business is down. The company breaks even, but there is no profit to distribute this month.
    6 – 16 100% It’s a normal month, and the profits are the Base Monthly Profit amount.
    17 105% Business is up! Profits are 5% above normal.
    18 110% Business is thriving! Profits are 10% above normal.
    19 115% Business is flourishing! Profits are 15% above normal.
    20 120% Business is booming! Profits are 20% above normal.

    Monthly Profit Check for Medium-Risk Businesses (1d20)
    d20 Result Profit % Modifier Description
    1 -100% Disaster! The company loses 20% from its Total Company Worth.
    2 – 3 -100% Big Losses! The company loses 15% from its Total Company Worth.
    4 – 5 -100% Worse Losses! The company loses 10% from its Total Company Worth.
    6 – 7 -100% Minor Losses. The company loses 5% from its Total Company Worth.
    8 – 9 -100% Business is down. The company breaks even, but there is no profit to distribute this month.
    10 – 13 100% It’s a normal month, and the profits are the Base Monthly Profit amount.
    14 – 15 125% Business is up! Profits are 25% above normal.
    16 – 17 150% Business is thriving! Profits are 50% above normal.
    18 – 19 175% Business is flourishing! Profits are 75% above normal.
    20 200% Business is booming! Profits are double normal.

    Monthly Profit Check for High-Risk Businesses (1d20)
    d20 Result Profit % Modifier Description
    1 -100% Disaster! The company loses 80% from its Total Company Worth.
    2 – 3 -100% Huge Losses! The company loses 40% from its Total Company Worth.
    4 – 5 -100% Big Losses! The company loses 20% from its Total Company Worth.
    6 – 7 -100% Notable Losses! The company loses 10% from its Total Company Worth.
    8 – 9 -100% Business is down. The company breaks even, but there is no profit to distribute this month.
    10 – 13 100% It’s a normal month, and the profits are the Base Monthly Profit amount.
    14 – 15 200% Business is up! Profits are double normal.
    16 – 17 300% Business is thriving! Profits are triple normal.
    18 – 19 400% Business is flourishing! Profits are quadruple normal.
    20 500% Business is booming! Profits are quintuple normal.

    Sample Investments Portfolio
    The following table illustrates the following:
    • How much a company is worth.
    • What risk category the company is in.
    • How much profit the company typically makes on a monthly basis.
    • How much of the company you own.
    • Your final monthly profit, after accounting for economic fluctuations.

    Company Name Business Risk Total Company Worth Base Monthly Profit % of Shares Owned Result of Monthly Profit Check Final Monthly Profit
    Bob’s Bait Shop Low 1,000 gp 10 gp 40% 120% 5 gp
    Fred’s Farmstead Low 10,000 gp 100 gp 30% 105% 32 gp
    Mike’s Mining Low 100,000 gp 1,000 gp 20% -100% 0 gp
    Rich Ron’s Ranch Low 1,000,000 gp 10,000 gp 10% 110% 1,100 gp
    Tom’s Tavern Medium 1,000 gp 10 gp 40% 200% 8 gp
    The Dragon’s Head Tavern Medium 10,000 gp 100 gp 30% 150% 45 gp
    The Elfstone Tavern Medium 100,000 gp 1,000 gp 20% -100% 0 gp
    The Jade Jug Medium 1,000,000 gp 10,000 gp 10% 125% 1,250 gp
    Athkatla Traders High 10,000 gp 100 gp 40% 200% 80 gp
    Neverwinter Traders High 100,000 gp 1,000 gp 30% 300% 900 gp
    Silverymoon Traders High 1,000,000 gp 10,000 gp 20% -100% 0 gp
    Waterdeep Traders High 10,000,000 gp 100,000 gp 10% 100% 10,000 gp
    Last edited by JanessaVR; 2023-04-12 at 12:20 PM.
    Madness takes its toll - please have exact change.

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